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Subject: Analysis of all the Cards (take 2 - this time with worlds too) rss

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Alex Rockwell
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My views on many cards have evolved over the past couple months, and another hundred or so plays.

All cards are useful in at least some situation, some are much more specialized, while some are more broadly usable, or stronger in more situations.

My rating system for the cards will be to give each card a rating of 1-4 stars in two areas.
Rating 1 is for its ability to develop your position, in terms of card income, good production, consumption powers, military strength, etc.
Rating 2 is for its ability as a scoring play, once you already have a decent economic setup.

***/* would mean good to develop for purposes of getting going, bad for scoring in the lategame.

Low rated cards aren’t worthless, just usable less often, or do not give as much impact relative to their cost as higher rated cards. A card with a low rating in one area and high in the other is one that has a very clear purpose. Like Rebel Base, or Investment Credits.

My ratings are not perfect and I am sure I am wrong on many of them.

The comments are often more important than the ratings, as they explain when a card is useful.

I assume you know what the cards do, or can look through them as you read this (because I don’t want to type out what they all do).

When discarding, you can generally discard cards whose use is for a strategy you are not pursuing, or that are good for a different time in the game than you are currently in. Beyond that, discarding lower rated cards is generally better, unless you forsee a use for them.

The Developments

Development Strategy Cards:
Investment Credits (1) ****/*
Public Works (1)****/**
Interstellar Bank (2) ****/*
Galactic Federation (6) **/****
New Economy (6) */****

Two of these cards near the start (or one, plus Federation anytime), and you have a development strategy. Public Works is the riskiest one, but potentially most useful if the consume power helps (and it scores with New Economy). Interstellar Bank is the best leech. Galactic Federation is probably the best card in the game, at least in 2 player, where you can develop twice a turn. It both buys you cheap 6 buildings and scores a ton of points for them.

New Economy works very well with a development strategy, scoring 2 points for a huge number of developments. It also combos well with a trading strategy, in which it can score things like Trade League and Deficit Spending, or a Production strategy, which has a lot of consume powers.

‘Trade tempo for discount’ Temporary Cards:
New Military Tactics (1) **/*
Colony Ship (2) ***/*
I was overrating military tactics before. The cost of the world you settle with this is basically 3. One for the world, one for this card, one for what you pay for this card. That’s equivalent to a card with a listed cost of ‘2’. To a non-military player, this is basically a one-time Contact Specialist, turning a military world of defense 1-3 into a normal world of cost ‘2’. To a military player, it can be a key card that jumps you cheaply to a higher military level, however generally something like Space Marines is a better card.

Colony Ship basically turns a planet into a cost ‘3’, because you spend 2 cards and this card. Its good in combination with development discounts/rebates. Without those, its really only worth it on a 4-5 cost world that’s helpful to you. Some of the ones there are not all that exciting, like New Earth, Terraformed World (not helpful early), etc. But if you have something good for it (Lost Species Arc World, Merchant World, Tourist World, Galactic Trendsetters, etc), it can be great. Best if the timing works out and it doesn’t cost you tempo.


Military Cards:
Expedition Force (1) **/*
Space Marines (2) ****/*
Drop Ships (4) ***/*
New Galactic Order (6) **/****
Galactic Imperium (6) */****
Alien Tech Institute (6) **/****
Obviously these are keys to building up military, Space Marines is the most efficient of the cheaper cards, though which is best will depend on your specific needs. Space Marines can be a good way for an otherwise non-military player to get free, good windfall worlds early on. Obviously, the one that gives you the amount of military you need is the most preferable for your situation. But space marines is more often the best balance of military power vs price.

New Galactic Order is a huge scorer and boost for a military strategy (or not useful to another strategy). Galactic Imperium allows a player with moderate military to score the big Rebel worlds, and provides good points for a military strategy. It also can combo well with Contact Specialist. Alien Tech Institute is generally a great play for a military strategy, and is one of the most fun cards, imo.


Contact Specialist Strategy cards:
Contact Specialist (1) ****/**
Replicant Robots (2) ***/*
Pan Galactic League (6) */****
Contact Specialist turns all the little military worlds into super cheap windfalls, and allows efficient purchasing of big rebel worlds for points. Combos insanely well with Replicant Robots, and it also sets you up for Pan Galactic League. Offers incredible versatility for its low price.

Replicant Robots is a strong card for either a develop strategy (get it cheap, lets you leech in the settle phase), Production strategy (gets you your worlds for free), or Contact Specialist strategy (Military worlds for defense-3!). Not good late, as it doesn’t score with anything.

Pan Galactic League is pretty specialized, working well with a Contact Specialist, or with a military strategy with gene worlds. But in those strategies it is huge.


Production Strategy Cards:
Mining Conglomerate (3) ****/***
Diversified Economy (4) ****/**
Consumer Markets (5) ****/**
Free Trade Association (6) ***/****
Mining League (6) **/****
Merchant Guild (6) **/****
Galactic Renaissance */****

Mining Conglomerate is an awesome card and the engine for rare element production. If you are producing more brown than others, build it. Early it helps you sell for more, later it consumes, and as long as you make the most brown it produces cards. This plus brown worlds should make you go production.

Diversified Economy is a strong engine for a varied production strategy, probably combining an alien/gene windfall world with a novelty and some other production world. You can play this before getting to 3 good types, it’ll draw you cards to help you get there. When you get it going, just choose Produce and 2xVP, spend your cards when others develop or settle. If you get this early, it’s a strong incentive to try and make it work.

Consumer Markets is another of the best cards in the game, this for a novelty production engine. Drop it as soon as you can produce 2 blue (and afford it), and then Produce and Trade/2xVP. If you get this early, hunt for cheap novelty production worlds and build them.

Free Trade Association is the bigger version of consumer markets, worth more points. They combine incredibly well together.

Mining League is the bigger Mining Conglomerate, though unlike Free Trade Association its as so good early on as it gives no income.

All these engine cards, combined with a world or two that is of the right type for them, should make you seriously think about doing a production strategy.

Merchant Guild combines with any type of production strategy, as an income source and point scorer. Its generally worth less points than many other 6 buildings, but can be very strong.

Galactic Renaissance scores very well for a production strategy, scoring for VPs and comboing with Artist World and Galactic Trendsetters.



Trading Strategy/Windfall Production Cards:
Export Duties **/*
Mining Robots */*
Genetics Lab ***/*
Deficit Spending (2) **/****
Trade League (6) ****/**

Windfall production cards are most often used in a trading strategy, where you get a windfall, trade it, and then effectively turn it into a production world (while possibly also getting a trade bonus)

Export Duties is useful as either an early, cheap develop on an opponent’s develop phase where you need to save cards or cant do anything better, when you are going to be trading. Also useful as a cheap point scorer if you have Trade League. Best way to play it is to have it in your hand, and get lucky and have an opponent develop the turn you pick trade.

Mining Robots is basically useful to produce onto a brown windfall world, and to score for Mining League. In these situations its good, but its very specialized, and not a huge key piece when you do use it.

Genetics Lab is better than mining robots, with the trade bonus being generally better than the settle discount, and refreshing a green windfall being more useful for trading. Still specialized, but more useful in the right situation (which is probably more often, the gene windfall worlds are more attractive.


Deficit Spending is basically an engine for the trading strategy, converting extra cards (possibly discards!) to points, and its very versatile and good for other strategies as well. Basically, for any strategy that involves trading. Its basically only not good extremely early when you haven’t yet set up income. It often consumes worthless cards at the very end as well.

Trade League is very versatile and very good early on, especially in 3-4 player where it saves you role choices! Its not a big scorer, unlike most 6’s however, but it has an awesome power. Combines incredibly well with Deficit Spending and Merchant World.
Trade League is pretty much the only 6 development that is stronger for its power than for its point scoring capacity.

Other:
Terraforming Robots (3) */*
Until the expansion is out, this is overcosted. You’re basically paying one extra card for the fact that it says ‘Terraforming’. That makes it harder to make use of. However, it can be good, in military or production strategies that want a brown consume power. Or with New Economy, to score. I’m sure its better in the expansion when there are terraforming cards.

Research Labs (4) */***
I underrated this before, because I misinterpreted its purpose. The main goal of this card is not to gain income via the explore phase by doing explore +1/+1 for 3 cards. Its inefficient as an income engine. The goal of this card is actually to enable the scoring of a lot of points, through:
A) Doing explore +5 and picking 2 good cards out of 7.
B) After finding you those nice 6 developments, it scores bonuses with Seti (+1), New Economy (+2), Galactic Renaissance (+3), and Galactic Federation (+1).
It finds point scoring cards (you can explore +5 and keep 2 good cards), and it scores well with various things.

You build it to score, not for explore phase income.

Galactic Survey: SETI (6) */****
This card usually scores well for just about any strategy, as pretty much everyone will have bunch of worlds. (And if you are doing a development strategy without as many worlds, its probably going to be cheap). This is worth holding pretty much no matter what. You’re going to be able to score well with it at the end, so try to save it. Don’t let someone else get it and randomly plop it out at the end for 10 points. Don’t build it until late, as it does almost nothing midgame


Grey, non-Military Worlds:
These are basically developments that you build in the settle phase.

Pilgrimage World (0) */***
Useful as a free world to settle on an opponent’s settle if you cant afford something else. Can be worth holding on to for that reason. Playing this disqualifies you from playing a trading strategy (in which you trade more than once between produces). It’s a great way to score some points on a lategame settle by an opponent when you are broke, and if you are in the second half of the game with poor cardflow, its often worth holding for that purpose. The consume power could also score you a couple lategame points if you haven’t had consume powers all game.

Gambling World (1) */*
Usefulness is as a cheap consume power when you’re desperate. The gamble power is used for either income (name 2) early, or exploration (name 6) later.

Expanding Colony (1) */*
Also useful as a cheap consume power, and can produce onto a blue windfall or score with Free Trade Association. More often useful than Gambling World but not great.

Galactic Engineers (2) ***/*
Great for early trading/windfall replenishment. You don’t need to get it out before the first trade, doing so often costs you important cards.

Black Market Trading World (3) **/*
The mini Trade League, this card is better in 3-4 player than in 2. It basically saves you role choices. Not good when you have trade bonuses, its best in a military strategy to sell windfall worlds goods without loss of tempo (you keep settling or exploring), or in a production strategy making a gene/alien good along with some cheap ones.

Alien Rosetta Stone World (3) ***/***
Great for Alien/Military strategy, or if you have an Alien Windfall in play or in your hand. Allows better access to some good scoring worlds, and also scores well itself.

Merchant World (4) ****/***
Not as good as deficit spending due to cost, if you aren’t trading, but if you’re trading it is even better, and its better early on. Best with Trade League, or consume/produce powers that are giving you lots of cards.

This is a key card for the Trading Strategy, converting your cards to points.

Tourist World (4) ****/**
Getting Tourist world is like getting an production engine card of the right color that consumes your goods, but doesn’t make cards, plus a Prosperous World (basic produce/consume) added on top (because you get a bonus point – which is kindof like making and consuming an imaginary good).

Very strong card for production, but probably a bit weaker than the correct engine card for you. It works with any production strategy though. It also has some use as a lategame play to score better points off your goods.

Galactic Trendsetters (5) ***/***
Similar to Tourist World but consumes less goods, and can score +3 with Galactic Renaissance. Its also a good leech in a non-production strategy, turning goods to 2 points. It is not as strong of a consume engine as Tourist World, but it is a stronger endgame scorer, giving a bonus to Galactic Renaissance.

Terraformed World (5) */**
It’s a late game scoring card, worth only 5 for a cost of 6 cards total, and not many ways to discount it, and a weak power. Its basically a way to score points late, if you’re desperate and didn’t get anything good.


Military Grey Worlds

Outlaw World (1D) **/*
A good consumption leech for a military player

Rebel Underground (3D) **/****
High scoring for its defense and helps by producing a card, this world is very efficient and would be a good reason to build/use New Military tactics for a non-military player.

Rebel Outpost (5D) */****
Rebel Base (6D) */****
Rebel Homeworld (7D) */****
The prime explore targets of a heavy military strategy, a ‘free’ 5 points!

Having these cards in your hand is a prime reason to go military in the first place, and if you have them early on, it can be worth holding them until you are sure that military is not in your future.


Non-Military Windfall Worlds:

Refugee World (0) **/**
Destroyed World (1) **/*
Radioactive World (2) */*
Asteroid Belt (2) */*
Empath World (1) ****/*
Pre-Sentient Race (2) ***/*

Refugee World: I’ve heard “it’s the most worthless card in the game”. No it isn’t, because its free and can do some stuff for you. Early on its something to do on an opponent’s settle when you’re broke, for a free good that you might trade or consume. Later it’s a free point and good that you might be consuming for another point or two. Basically its better than doing nothing in your opponent’s settle phase, so think about keeping this if you are card starved so you don’t just sit there during opponent’s settles.

Destroyed world is basically worse than Refugee World imo, as you cant use it as a free drop. Buying a windfall and then trading it for 3 isnt so exciting, unless you have a trade bonus, and there are more ways to get a blue trade bonus than a brown one. It’s basically ok for Alpha Centauri or with mining robots or mining conglomerate.

Radioactive World/Asteroid Belt (same thing) is the even worse version of Destroyed World, since at the time in the game you play this, paying an extra card for 1 point is bad.

Empath World is a strong start for a non-military strategy, your trading good is worth one more card each time you trade it. Additionally, this + Genetics Lab is way, way better than Destroyed World + Mining Robots.

Pre-Sentient Race is a little worse than Empath World, but still good. A military strategy is better off getting free military windfall worlds, so you’re basically playing these in non-military ones already.

Galactic Resort (3) **/**
Think of this as a cheap New Earth, that gives you the good to start (helpful if you play it on a turn when someone consumed), and that requires you to choose produce. Or thing of it as a Plague World that’s worth 2 points, comes with a good, and requires you to choose produce.

Its best in a production strategy that didn’t have a windfall world yet. And it works best to play it on an opponents settle in a turn you played consume, or where someone consumed and you produced.

Blaster Gem Mines (3) */*
Its basically overcosted crap. Only good as a desperation +1 military for someone who needs one more and can’t find anything else. One of the easiest throwaways in the game, imo. It’s the type of card where you have to actually need all the things its providing (a windfall good, 1 military, and the fact that its brown), to make it worth it. Which doesn’t happen often.

Deserted Alien Outpost (4) ****/***
Deserted Alien Colony (5) ***/****
Deserted Alien Library (6) ***/****

These cards are great early windfalls, providing a huge income source and being worth some points. Its often worth it to throw your hand away to pay for them, unless you had some great stuff in your hand. Outpost is of course, the best early on. They are also good as a lategame scoring opportunity, providing good points and a bonus good to consume for more points. Don’t build it early if the good will be consumed that turn. While with most windfalls you can do that and then produce/trade, if your discarding your hand to do it you’ll be broke too long if you don’t get to trade next turn.


Military Goods Worlds

Star Nomad Lair (1D) **/**
Runaway Robots (1D) ***/*
Rebel Fuel Cache (1D) **/**
Last of the Uplift Gnarssh (1D) ****/*

For someone with 1 military or contact specialist, these are a great way to start the game, providing a free good to trade for a few cards. Those with higher military would prefer something bigger but they’re still decent. None are generally that great for scoring, just for early development.

Aquatic Uplift Race (2D) ****/***
Avian Uplift Race (2D) ****/***
Reptilian Uplift Race (2D) ****/***
Alien Robot Sentry (2D) ****/***

Strong openings for a military player, especially the Alien Robot Sentry, which is the best start for Sparta or almost anyone with a Space Marines or New Military Tactics in hand. Its one of the strongest possible starts. They all score well for their cost and also combo with a 6 development.

Former Penal Colony (2D) **/*
Pirate World (3D) ***/**
Rebel Warrior Race (3D) ****/****

Penal Colony is a free military point and a cheap good, worth playing if you need 1 more military. The best use for it is to build it and refer to it by a slightly different name. It’s a ‘novelty’ world.

Pirate World is a strong trading good, but requires higher military investment than the 2 cost worlds, and thus often isn’t your first windfall. Its an excellent New Military Tactics target however!

Rebel Warrior Race is awesome, giving +1 military, a strong windfall good, AND scoring bonus points for: New Galactic Order, Pan Galactic League, Galactic Imperium, etc. It could easily be worth 6-7 points with a couple 6 developments and something to consume the good!

Alien Robot Scout Ship (4D) ***/***
Lost Alien Warship (5D) ***/****
Lost Alien Battle Fleet (6D) **/****


By the time you can afford these you’re generally not as concerned with the goods or military they give, especially on the battle fleet. But they’re great for points, scoring bonuses for Alien Tech Institute and New Galactic Order, and probably leeching a consume point as well.

New Survivalists (1D) **/*
Rebel Miners (2D) **/*
Malevolent Lifeforms (4D) **/**

New Survivalists and Rebel Miners are basically leeches in a military strategy. They are great for a Producer with Contact Specialist, giving cheap production. The production worlds don’t tend to fit as well into a military strategy as windfalls do, you have to build them and a consume power in order to make a minor leech.


Production Worlds

Spice World (2) ***/*
Space Port (2) **/*
Bio-Hazard Mining World (3) ***/*
Distant World (4) **/*

All of these are obviously a lot better when youre trading the kind of good they give a bonus to, than when you’re not.

Spice World is good as it produces the good you need to trade, and its cheap. So it’s a good way to start off, especially for Earth’s Lost Colony.

Space Port tends to make some bad cards be ok. When its good is with Alpha Centauri, or with Comet Zone/Mining World. Its also decent for a military player with a brown windfall and a consume power. (Say, Epsilon Eridani + Runaway Robots, doing a produce/trade cycle).

Bio-Hazard Mining World makes genes sell for a LOT, and those gene worlds are often good ways to start. You’re generally going to do best by trying to get this down before the second trade, not the first (since its too hard to afford before the first). Its good in a trading strategy where you sell genes and have Deficit Spending and/or Merchant World. You can sell the brown good on alternate turns and live off other’s produces.

Distant World works well in combination with stuff like Spice World, Pirate World, or Star Nomad Lair, and also works great in a trading strategy.

These worlds, apart from Spice World, tend to be more trading strategy builds, or something to go with a windfall, than production strategy builds.

Secluded World (1) ***/*
New Vinland (2) ****/*
Prosperous World (3) **/*
Plague World (3) **/lol
New Earth (5) **/*

I think Secluded World and New Vinland are great early builds. They give you card income at first, and then later on you build consume powers like Consumer Markets, Free Trade Association, Tourist World or Galactic Trendsetters, and consume the goods. Secluded World is great value for its 1 cost, and as soon as you have a better consume power you can spend the good there.

Prosperous World is expensive for novelty production, and the consume power is often redundant with your ‘engine’ card. Its overcosted unless you really need the consume. Comparing it to Earth’s Lost Colony tends to make Prosperous World look bad.

Plague World’s zero points is pretty terrible, and make it only ok as a very early game build. The fact that you’re getting a gene only matters if you’re trading it (at which point a windfall world is better), so its basically a Prosperous World that gives cards also but isn’t worth points. Its not a great leech because good leeches are generally either cheaper, or worth more points for the same cost. I almost never build it, I’d pretty much only build it if I needed that good for Diversified Economy, or if I had Pan-Galactic League.

New Earth is expensive for what it does, but is a good buy with Colony Ship or a couple brown discounts. I’m not so fond of the Prosperous World/Plague World/New Earth genre as a whole.


Gem World (2) ***/*
Mining World (3) ***/*
Comet Zone (3) ***/*
Lost Species Arc World (5) ****/**

These are strong cards for a production strategy, and can also be a good leech when combined with a consume power (or just trading if you get a good amount off it).

These compare favorably to the more expensive cards in the previous section. Its much stronger to have a couple of these cards and a consumption engine card, that it is to just have a couple cards that both produce and consume the good themselves. They’re also better leeches, assuming you can use up the good.

These are the kinds of production worlds that most strongly push me towards a production strategy.


Artist Colony (1) ***/**
Super cheap and thus good value, it also scores 3 points with Galactic Renaissance.

Imperium Armaments World (4) */*
You’re paying about 1 card for the fact that it says ‘Imperium’. I’m sure its better in the expansion when that’s going to be of some benefit, but for now this card basically sucks, kindof like Blaster Gem Mines. If it were 3 cards to play it would still only be ok, and that only if you both needed 1 more military and a brown production. This might be the worst card in the game right now, imo.

Alien Robotic Factory (6) **/****
Really expensive for a production world, even one that makes a big good. You’re making this for its scoring potential, and at that, it is very strong. Far better than a Terraformed World, for example.


(Ok I left out homeworlds. Um, gotta leave something for you to figure out, right!)





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Milinius Corazon
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Wow! :p:p Definitely one of the best posts ive read

I agree with you 100%. You were much more tactful than I would be when say, talking about Research Labs.

I like your dual rating system as well. All cards fill some niche role, in the sense every player is looking to exploit his and his neighbor's situation, its just that some cards let you do this better and cheaper without committing so much in the opening.
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Wei-Hwa Huang
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Quote:
was overrating military tactics before. The cost of the world you settle with this is basically 3. One for the world, one for this card, one for what you pay for this card.


Actually, there are two other factors to consider -- one, that this process requires two phases (Develop, Settle) to be called instead of just one; but on the other hand, the payment is spread out over two phases as well, and it's a bit easier to get Develop discounts than it is to get Settle discounts. Same for Colony Ship, but you do touch on tempo a bit there.

Quote:
Drop Ships (4) ***/*


In your system, I might consider Drop Ships a ***/** instead, due to it being 2 points and synergy with New Galactic Order. I feel like with NGO, one out of every three games I'm building Drop Ships near the end, even though I don't need the military, because it's worth 5 VP.

Quote:
Terraforming Robots (3) */* Until the expansion is out, this is overcosted.


I wouldn't dismiss it so soon. When combined with choosing Settle it lets you see two new cards each Settle; that's a lot of card flow, especially if you're doing Military. A Terraforming Robots + Rebel Miners combo is a excellent leech when your opponents are doing Produce/Consume.

Quote:
Galactic Trendsetters (5) ***/*** Terraformed World (5) */**


I would rather have Terraformed World in the late game. For example, if I'm not choosing Consume: x2 on the last turn, but someone else is, then GT will give me 5 points while TW will give me 6.
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Chad Ellis
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onigame wrote:

Quote:
Terraforming Robots (3) */* Until the expansion is out, this is overcosted.


I wouldn't dismiss it so soon. When combined with choosing Settle it lets you see two new cards each Settle; that's a lot of card flow, especially if you're doing Military. A Terraforming Robots + Rebel Miners combo is a excellent leech when your opponents are doing Produce/Consume.


This is one of the few areas I had any disagreement with as well. I've had a handful of games where Terraforming Robots was a star component of my military strategy, ensuring that I'm seeing new cards. The most common situation is that I've just Traded my first windfall and have maybe 7-8 cards while my opponents are hopefully a bit lower. I've got two or three military worlds and have to decide between settling one of them and perhaps trading again or else Exploring for something more powerful. If I'm able to drop Terraforming Robots, the "settle, settle, settle" option becomes a lot more attractive since I'll be seeing at least two new cards a turn which increases the likelihood that I'll be able to exploit my opponents' card shortage and then gas up with a Trade if and when I run out of good plays.

It may be that I'm taking fundamentally the wrong approach to military, but so far I'm generally happy to have the Robots as an option.

The other thing I'd mention about Colony Ship is that it can be a useful stored leech. You get it down at a convenient point (especially if you have some development discounts) and then it can be a lot easier to empty your hand without being vulnerable. I recently went down to two cards in hand in order to play Galactic Federation, but with Colony Ship in play. On the next turn I chose Explore...which meant that instead of playing a 4-drop world I upgraded to a 5-drop (as well as a decent development) when my opponents tried to punish me for being low on cards.

I'm not saying it's great...usually, as you said, it's only good when you happen to be able to use it to drop a good 4 or 5 cost world, but the storage is worth noting.
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Thomas Cauet
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Great post!

For the 2 cards giving temporary discounts:
* Colony ship is still useful near endgame for 5-cost grey worlds (sorry I'm not used to the name in English) or in combination with Contact specialist, for big Rebel worlds
* New military tactics is particulary strong with an Alien military world (and then the military bonus of the Alien card is really useful and not only as endgame bonus for New Galactic Order)
 
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Alex Rockwell
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SevenSpirits wrote:
Search for "You build to score, not for explore phase income."

That sentence got slightly misplaced; it should be up by Galactic Renaissance.


Fixed.

I had moved the position of the research lab but didnt get all the text.
 
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Alex Rockwell
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Osidarta wrote:
Great post!

For the 2 cards giving temporary discounts:
* Colony ship is still useful near endgame for 5-cost grey worlds (sorry I'm not used to the name in English) or in combination with Contact specialist, for big Rebel worlds


I thought that you couldnt combine contact specialist and colony ship?

(Unlike contact specialist and other settle discounts, which do count?)
 
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Alex Rockwell
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onigame wrote:
Quote:
Drop Ships (4) ***/*


In your system, I might consider Drop Ships a ***/** instead, due to it being 2 points and synergy with New Galactic Order. I feel like with NGO, one out of every three games I'm building Drop Ships near the end, even though I don't need the military, because it's worth 5 VP.


Yeah I thought about that. But then, most of the other buildings have scoring opportunities with 6 developments as well, gerally several, while this is only with New Galactic Order.

Obiously its good as a scoring card late if you have New Galactic Order.

Quote:

Quote:
Galactic Trendsetters (5) ***/*** Terraformed World (5) */**


I would rather have Terraformed World in the late game. For example, if I'm not choosing Consume: x2 on the last turn, but someone else is, then GT will give me 5 points while TW will give me 6.


Its only better than Trendsetters at the very end, and if you dont have galactic renaissance. There definitely are times when you would build it (though in many of those you might prefer an aliend windfall world, a military world, or a 6 development).
 
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Alexfrog wrote:
I thought that you couldnt combine contact specialist and colony ship? (Unlike contact specialist and other settle discounts, which do count?)


Rules, page 9, in the grey area beneath the first three abilities: "Cost reductions can apply when using a "Pay for Military" power to settle a military world."

The Colony Ship power is clearly a cost reduction (it says "reduce" right there in the text), so it does apply.

So yes, a Contact Specialist + Colony Ship discard can get you the Rebel Homeworld.
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Warren Cheung
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Alexfrog wrote:
Osidarta wrote:
Great post!

For the 2 cards giving temporary discounts:
* Colony ship is still useful near endgame for 5-cost grey worlds (sorry I'm not used to the name in English) or in combination with Contact specialist, for big Rebel worlds


I thought that you couldnt combine contact specialist and colony ship?

(Unlike contact specialist and other settle discounts, which do count?)


You can't use contact specialist and/or colony ship on alien worlds (which are most of the big military ones) but I always do forget the Rebel worlds...
 
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I also love the Terraforming Robots, when I am pursuing a Mililary strategy. This card have saved me from choosing too many Explore +5.
 
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onigame wrote:
Alexfrog wrote:
I thought that you couldnt combine contact specialist and colony ship? (Unlike contact specialist and other settle discounts, which do count?)


Rules, page 9, in the grey area beneath the first three abilities: "Cost reductions can apply when using a "Pay for Military" power to settle a military world."

The Colony Ship power is clearly a cost reduction (it says "reduce" right there in the text), so it does apply.

So yes, a Contact Specialist + Colony Ship discard can get you the Rebel Homeworld.


Wow, thats actually a big deal. And for some reason I interpreted in differently when I read the rules initially.

Makes Contact Specialist EVEN BETTER.
 
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Eugene Hung
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Also, I believe Replicant Robots are cost 4, not cost 2.
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Alexfrog wrote:

Wow, thats actually a big deal. And for some reason I interpreted in differently when I read the rules initially.

Makes Contact Specialist EVEN BETTER.


But reading again your analysis, I'm not sure that Contact Specialist combines with New military tactics, it doesn't seem logic to me...
 
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Osidarta wrote:
Alexfrog wrote:

Wow, thats actually a big deal. And for some reason I interpreted in differently when I read the rules initially.

Makes Contact Specialist EVEN BETTER.


But reading again your analysis, I'm not sure that Contact Specialist combines with New military tactics, it doesn't seem logic to me...


That's because the two work at cross-purposes. Contact Specialist does two things with military -- he reduces your military by one, and he allows you to settle non-alien military worlds as though they were non-military worlds with a cost one less than their defense. New Military tactics only applies to settling military worlds directly, which the Contact Specialist actually hurts you at doing.
 
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There is a follow-on article for Rebel versus Imperium, here:
http://www.boardgamegeek.com/article/5110713
 
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Alexfrog wrote:

Investment Credits (1) ****/*
Public Works (1)****/**
Interstellar Bank (2) ****/*
Galactic Federation (6) **/****

Why is Galactic Federation not at least ***/****? It gives a huge discount. Yes, it's expensive, but once it's on the table, it gets a lot easier to play big developments. In the middle game, I rate it higher than the cheaper developments because it gives a bigger discount faster. Those cheap cards costs tempo.

Quote:
Replicant Robots (2) ***/*

You don't seem to like expensive discount cards very much. Replicant Robots is another killer discount card. If I'm going to pursue any strategy with non-military worlds in it, Replicant Robots will make it a lot easier. Easily ****/*

Quote:
Mining Robots */*

Worth extra points with Mining League. Also great for turning those early brown windfalls into production worlds. I'd rate it **/**.

Quote:
Black Market Trading World (3) **/*

Early in the game, it's better than Trade League, because it's cheaper. It's a shame about losing your trade bonus, but you're still trading without having to select that action. And to be honest, I don't care as much about trade bonuses as I used to.

Quote:
Alien Rosetta Stone World (3) ***/***

Very limited in usefulness. Alien cards are too rare to rely upon. It's nice if it works, but ARSW is one of the first cards I discard.

Quote:
Terraformed World (5) */**

It's worth 5 points. Great card to play in the last turn if you don't have any 6-cost developments left to play. I'd rate it */***.

Quote:
Blaster Gem Mines (3) */*

It happens plenty of times that I need that +1 military, and the windfall is nice too. I'd rate it **/*.

Quote:
Deserted Alien Outpost (4) ****/***
Deserted Alien Colony (5) ***/****
Deserted Alien Library (6) ***/****
These cards are great early windfalls, providing a huge income source and being worth some points.

Not really. Yes, they're nice points late in the game, but by then, you probably don't need the good anymore. Early on, they're expensive windfalls. They're not terrible, but I wouldn't rate them as highly as you do.

Quote:
Lost Alien Battle Fleet (6D) **/****
By the time you can afford these you’re generally not as concerned with the goods or military they give, especially on the battle fleet.

LABF is my favourite card to play with New military Tactics.

Quote:
New Survivalists (1D) **/*
Rebel Miners (2D) **/*
Malevolent Lifeforms (4D) **/**

Really? New Survivalists is great! A production world that's quite often a free drop. Even if you don't pursue military, +1 mil is easy to get, even accidentally. Favourite early card for Epsilon Eridani, especially.

Malevolent Lifeforms, on the other hand, is too hard to get on the table unless you're dedicated to a military strategy, and then a green production world just isn't terribly exciting. I rarely play it, unlike the other two.

Quote:
Secluded World (1) ***/*
New Vinland (2) ****/*
Prosperous World (3) **/*
Plague World (3) **/lol
New Earth (5) **/*

I think you're unfair on these cards. Produce/Consume in a single card is always good. As a leech or as a main part of your strategy. Yes, some are a bit expensive, but they give more points and cards. Others give less points, but are cheaper and give you a nice tradable good (Plague World!). Obviously you don't play Plague World in the last turn, but there are still plenty of situations where it's an excellent card.

They're tactically less interesting because they don't make cool combos, but that's simply because they stand on their own so well.

Quote:
Alien Robotic Factory (6) **/****
Really expensive for a production world, even one that makes a big good. You’re making this for its scoring potential, and at that, it is very strong. Far better than a Terraformed World, for example.

How is it far better than Terraformed World? A consumption power in the last turn is more useful than a production power, and ARF is more expensive than TW.

Otherwise, excellent post!
 
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Alexfrog wrote:
onigame wrote:
Alexfrog wrote:
I thought that you couldnt combine contact specialist and colony ship? (Unlike contact specialist and other settle discounts, which do count?)


Rules, page 9, in the grey area beneath the first three abilities: "Cost reductions can apply when using a "Pay for Military" power to settle a military world."

The Colony Ship power is clearly a cost reduction (it says "reduce" right there in the text), so it does apply.

So yes, a Contact Specialist + Colony Ship discard can get you the Rebel Homeworld.


Wow, thats actually a big deal. And for some reason I interpreted in differently when I read the rules initially.

Makes Contact Specialist EVEN BETTER.

In a 4p RvI game that we played a couple of weeks ago, my friend gleefully put down the Rebel Stronghold (the 9 cost) with a Contact Specialist off a Colony Ship on the first turn. A couple of turns later, the new player in our group had a huge (really huge) amount of military (as all new players do) and was looking at the Imperium Seat in the tableau, and asking me "What does this takeover power do?"

I told him: "This allows you to take over a Rebel world, for example, that one there that costs 9".

Heh heh.

EDIT: I realise that it's impossible to "drop a Rebel Stronghold with a Contact Specialist off a Colony Ship on the first turn" in a 4p game. It must've been with a Doomed World.
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crushedguava wrote:
In a 4p RvI game that we played a couple of weeks ago, my friend gleefully put down the Rebel Stronghold (the 9 cost) with a Contact Specialist off a Colony Ship on the first turn. A couple of turns later, the new player in our group had a huge (really huge) amount of military (as all new players do) and was looking at the Imperium Seat in the tableau, and asking me "What does this takeover power do?"

I told him: "This allows you to take over a Rebel world, for example, that one there that costs 9".

Heh heh.


Yet another reason not to drop a huge chunk of VP on the table early. Like online goofballs who drop Terraformed World as their Doomed World evac on T1 ... this is a signal that the game is going to be a turkey shoot.
 
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UlyZed wrote:
What's wrong about playing points early?

If its efficient, what's not to like?


You're giving away information on how you're going to score big points.
You're giving away information that you're going to score big points.
It's inefficient. The early game is about setting up your engine, the late game is about scoring big points.

If you've built up big military, someone else plays Settle, and the only thing you can settle is a big military world, I guess it's okay to play it. Usually, however, there's something more urgent to focus on.
 
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UlyZed wrote:
MrWeasely wrote:


Yet another reason not to drop a huge chunk of VP on the table early. Like online goofballs who drop Terraformed World as their Doomed World evac on T1 ... this is a signal that the game is going to be a turkey shoot.


I don't understand this.

What's wrong about playing points early?

If its efficient, what's not to like?

It's because cards that score lots of VP usually have pretty terrible powers. For example, Terraformed World. If instead of settling Terraformed World, you put down Galactic Trendsetters instead, the initial loss in VP is more than made up for once you start cranking the x2/produce engine.

I think you're right that if you have absolutely nothing better to play, then obviously more VP is better. But settling Terraformed World with Doomed World, the example MrWeasely provided, is a pretty terrible decision.
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You start the game with a small amount of cash. You can either directly convert that cash to points, or you can convert your cash to powers.

If you convert your cash to points, you get on the order of 5-10 points, and then the only "powers" you have left are the bonuses you get for phase selection and maybe someday scoring synergies with your tableau full of inert rocks.

If you convert your cash to powers, you have made a wise investment. Powers benefit is proportional to the number of times they get used. Early in the game, there's a lot of game left, so powers will more than repay their initial investment. You can then use the "interest" on your investment in powers to earn points. The rate of compounding interest in RFTG is obscenely high.

Thus, early Doomed World -> Terraformed World is worse than Doomed World -> Volcanic World.
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Mark Delano
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MrWeasely wrote:

Thus, early Doomed World -> Terraformed World is worse than Doomed World -> Volcanic World.


Even better, pay for Volcanic World now, and save Doomed World for a later Terraformed World or hopefully something spiffier.
 
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Mark Delano
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UlyZed wrote:
frunkee wrote:

Even better, pay for Volcanic World now, and save Doomed World for a later Terraformed World or hopefully something spiffier.


Usually I think its worse.

Save the two cards now as they are more valuable early on, particularly in 2PA.



I'd rather keep Doomed World's explore/replace power for later, particularly if I have Terraformed World in hand. I prefer to use Doomed World or Colony Ship for a world costing at least 3, preferable 4 or more. Less than that and it isn't a good trade. If I end up card short later I can use Doomed World on another cheapish world, but spending it early for little gain isn't that great. It also acts as a nice deterrent for the opponent, making them a bit more jittery about Settle.
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How do you win Race for the Galaxy? I win a full 40% of my games by accumulating some random cheesey combination - also known as: synergy - and then beating it like a drum for the whole game.

I have fired Doomed World on turn three for 2-cost Galactic Developers. I stand by that move, as it let me accumulate a sick development combo and absolutely run away with the game.

I have also fired it on turn one for 2-cost Rebel Cantina, because I had Rebel Pact and the Rebel most goal in play. Won that game too.

Rules of thumb that do more good than harm are few and far between. Don't look at the sticker cost of a world. Look at it's powers and points.
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